HUMVEE Driver
2011-02-19, 04:23 PM
I had always been disappointed in how modern characters were able to be healed, or rather not be healed. The old rules led to injured characters stopping their adventure for a few days so they could heal up. With these rules, characters can still go on from encounter to encounter. I also think they are rather quick and easy to use.
About me, I am a firefighter/medic, and the rules I came up with here all seem fair and reasonable in regard to my experience.
Any thoughts?
Treat Injury Skill (supersedes Heal Skill)
Long Term Care: same as Core Rules
Treat Injury: A Treat Injury Check starts with a DC of 15. Each subsequent time it is used on a specific character in a 24 hour period, add +1 to the DC for that specific character. A Treat Injury Check can be attempted on a character a number of times equal to the injured character’s character level in a 24 hour period. An unsuccessful attempt counts against this. A successful Treat Injury Check restores 1d4 + the WIS modifier (minimum of 1) of the character attempting the check. A character cannot be healed of more than his/her maximum hit points. A single Treat Injury Check takes 10 rounds. You cannot take 10 or 20 if either character is in combat, in a moving vehicle, or otherwise distracted.
First Aid Kit: A First Aid Kit works exactly like a Treat Injury Check, but instead of healing 1d4, a First Aid Kit heals 1d6. A First Aid Kit is good for three successful Treat Injury Checks; meaning a failed check does not result in the First Aid Kit being depleted. A Treat Injury Check with a First Aid Kit counts as a Treat Injury Check in regard to how many times a Treat Injury Check can be attempted on a character in a 24 hour period.
Medical Bag: A Medical Bag works exactly like a Treat Injury Check, but instead of healing 1d4, a Medical Bag heals 1d12. A Medical Bag is good for 3 successful Treat Injury Checks; meaning a failed check does not result in the Medical Bag being depleted. A Treat Injury Check with a Medical Bag counts as a Treat Injury Check in regard to how many times a Treat Injury Check can be attempted on a character in a 24 hour period.
Surgery: Using Surgery requires the appropriate Feat and fully stocked Surgery equipment.
Using Treat Injury on yourself: The DC for a Treat Injury Check on yourself is increased by +5. You cannot perform surgery on yourself.
About me, I am a firefighter/medic, and the rules I came up with here all seem fair and reasonable in regard to my experience.
Any thoughts?
Treat Injury Skill (supersedes Heal Skill)
Long Term Care: same as Core Rules
Treat Injury: A Treat Injury Check starts with a DC of 15. Each subsequent time it is used on a specific character in a 24 hour period, add +1 to the DC for that specific character. A Treat Injury Check can be attempted on a character a number of times equal to the injured character’s character level in a 24 hour period. An unsuccessful attempt counts against this. A successful Treat Injury Check restores 1d4 + the WIS modifier (minimum of 1) of the character attempting the check. A character cannot be healed of more than his/her maximum hit points. A single Treat Injury Check takes 10 rounds. You cannot take 10 or 20 if either character is in combat, in a moving vehicle, or otherwise distracted.
First Aid Kit: A First Aid Kit works exactly like a Treat Injury Check, but instead of healing 1d4, a First Aid Kit heals 1d6. A First Aid Kit is good for three successful Treat Injury Checks; meaning a failed check does not result in the First Aid Kit being depleted. A Treat Injury Check with a First Aid Kit counts as a Treat Injury Check in regard to how many times a Treat Injury Check can be attempted on a character in a 24 hour period.
Medical Bag: A Medical Bag works exactly like a Treat Injury Check, but instead of healing 1d4, a Medical Bag heals 1d12. A Medical Bag is good for 3 successful Treat Injury Checks; meaning a failed check does not result in the Medical Bag being depleted. A Treat Injury Check with a Medical Bag counts as a Treat Injury Check in regard to how many times a Treat Injury Check can be attempted on a character in a 24 hour period.
Surgery: Using Surgery requires the appropriate Feat and fully stocked Surgery equipment.
Using Treat Injury on yourself: The DC for a Treat Injury Check on yourself is increased by +5. You cannot perform surgery on yourself.